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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others

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The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.

This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis

Description:

Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.

Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.

The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.

The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.

The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.

Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.

Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.

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When Dreams Become Reality: How WinSpirit’s “Wish Express” Reunited a Family After 11 Years

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As the holiday lights dim and the New Year takes flight, one story in the iGaming world proves that magic isn’t just for children. WinSpirit Casino has officially concluded its Wish Express campaign — a seasonal initiative that evolved from a standard promotion into a profound celebration of human connection.

Returning to the Magic of Childhood

The core idea of “Wish Express” was simple yet daring: in a world of practical goals and data-driven results, when was the last time you let your “inner child” truly dream? WinSpirit invited its community — from players and streamers to game providers and partners — to step away from spreadsheets and strategy to write a literal letter to Santa.

What started as a simple idea quickly grew into something much more meaningful. Inspired by childhood nostalgia, Wish Express brought back the excitement of sending dreams to the North Pole, thoughtfully reimagining that familiar experience for the digital age.

A Community United by Sincerity

The response was overwhelming. Over 2,000 unique wishes flooded the “Wish Express” headquarters. The campaign saw a staggering 169% increase in social media reach and a 76% boost in engagement, proving that sincerity is the most powerful currency in modern branding.

The project received unexpected support from industry giants. Major game providers like Gamebeat, Mascot, 1spin4win, and Zillion joined the journey, sharing their own festive dreams on social media. This cross-industry participation turned the “Wish Express” into a collective movement, blurring the lines between “business” and “community.”

From Disneyland to Backyard Concerts

While the campaign offered rewards for participation, the highlight was the community voting process. WinSpirit narrowed down the entries to the most heartwarming stories, letting the public decide on the most inspiring dreams. The community-voted winners received 100 Free Spins.

The wishes were a mosaic of human desires:

  • A parent longing to see the joy in their children’s eyes at Disneyland.
  • Someone wishing for a global “chain of kindness.”
  • A gamer wanting to share a PlayStation 5 with their kids.
  • Whimsical dreams of private backyard concerts and world travels.

The Real-Life Reunion

The most touching moment of the campaign came when WinSpirit reviewed a wish from a player who hadn’t seen their mother, grandmother, and aunt in 11 years. The distance and life’s obstacles had kept them apart for over a decade, making a family Christmas feel like an impossible dream.

Moving beyond digital rewards, WinSpirit stepped in to play the role of Santa’s helper. They covered the full cost of round-trip flights, making the long-awaited reunion a reality. For the first time in 11 years, the player celebrated the holidays in the warm embrace of their family.

“We believe that a reunion with family is the greatest gift one can receive at Christmas,” a WinSpirit representative noted. By fulfilling this wish, WinSpirit showed that behind every spin lies a team that truly cares.

A New Standard for Engagement

“Wish Express” has set a new benchmark for how iGaming brands can interact with their audience. It wasn’t just a campaign; it was a reminder that magic still exists when a brand chooses to listen. As the “Wish Express” returns to its station, it leaves behind a community that is not only more engaged but more connected through shared hope and the belief that sometimes, dreams really do come true.

In a competitive industry, WinSpirit has shown that emotional connection isn’t a ‘nice extra’ — it’s a strategic advantage. This campaign didn’t just win hearts. It built trust, visibility, and a deeper relationship with the community.

The post When Dreams Become Reality: How WinSpirit’s “Wish Express” Reunited a Family After 11 Years appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Diego Simeone Named Official Ambassador for Betinia and CampoBet

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Betinia and CampoBet have announced Diego Simeone as their official ambassador, a move that places one of football’s most recognisable and influential leaders at the heart of both brands’ campaigns.

Simeone is celebrated globally for his winning mindset, discipline, and intensity. Since becoming the manager of Atlético de Madrid in 2011, the Argentine coach has cemented his reputation as one of modern football’s elite, guiding the club to two LaLiga titles. He also had a stellar career as a player, earning over 100 caps for Argentina.

Players of Betinia’s football manager game can test their tactical thinking and advance through a journey that rewards progress. Simeone will help strengthen Betinia and CampoBet’s position with a clear, football-led story that affiliates can activate across content, SEO, social, email and performance media.

Betinia’s five-tier VIP loyalty journey is also built around the idea of progression, mirroring a football career path from Beginner to Amateur, Professional, World Class, and ultimately Legend. This structure gives affiliates an additional retention-led narrative to work with, supporting longer player lifecycles and stronger value beyond the first conversion.

“Diego Simeone is the kind of figure audiences recognise instantly, and that recognition translates into stronger storytelling and higher intent traffic,” said Aviv, Head of Affiliate “Our role is to help partners turn this announcement into measurable performance. We are rolling out updated creative packs, campaign angles and landing page flows designed to lift conversion, while keeping every activation aligned with local requirements.”

2RBO Affiliates combine flexible commission models with a no-negative-carryover policy to help partners scale with confidence. Affiliates also benefit from transparent, real-time reporting, innovative tracking tools, and proactive compliance support, alongside partner loyalty initiatives including personalised account management, exclusive incentives, and VIP networking events.

About 2RBO Affiliates

2RBO Affiliates is a high-performance affiliate programme representing numerous iGaming brands including Betinia and, CampoBet. Built on an advanced platform, the programme combines modern gamification features, flexible commission models, and a no negative carryover policy to help maximise partner profitability. With transparent reporting, innovative tracking tools, and a strong focus on partner support and compliance, 2RBO Affiliates delivers scalable growth and long-term collaboration across competitive markets.

Contact

2RBO Affiliates
https://www.2rbo.com/#team

The post Diego Simeone Named Official Ambassador for Betinia and CampoBet appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Vegangster’s Scroll & Play Adds Queue to Streamline Game Discovery

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Platform provider Vegangster has introduced a new queue mechanic to its Scroll & Play video feed, giving players a faster and more flexible way to discover and launch games.

Scroll & Play already offers a continuous feed of short, autoplaying previews that help players explore new titles quickly. With the new queue feature, players can add several games from the feed to a personal list, open them in advance, and move between them without waiting for each title to load again.

The queue removes the final layer of friction between discovery and gameplay. Players can build a shortlist as they scroll, load the games they want to try, and switch between them instantly. Imagine making a spin in one game, swiping, and making a spin in another without loading times. The result is a smoother path from curiosity to action, especially for mobile users who prefer quick, uninterrupted interactions.

Early operator tests show that players tend to queue newly discovered titles more often than familiar ones, indicating that the mechanic supports broader catalogue exploration and helps surface games that are usually overlooked.

Michael Oziransky, Chief Product Officer at Vegangster, said:

 “Scroll & Play works because it matches how people already consume content. The queue removes the last bit of friction, letting players build a shortlist as they scroll and jump straight into play. Early feedback from operators shows it’s particularly effective at surfacing catalogue depth.”

The queue update is part of Vegangster’s ongoing work on social-style UX patterns inside its casino stack, following recent enhancements to Stories, in-feed promotions, and dynamic video placements.

Operators can try the new queue mechanic at ICE Barcelona, Fira Barcelona Gran Via, 19–21 January 2026, with live Scroll and Play demos available at stand 1E20.

About Vegangster

Vegangster provides a full-stack iGaming platform engineered for speed, scalability, and operator control. Its turnkey, white-label, and sweepstakes solutions integrate casino and sportsbook content, payments, CRM, compliance, and social features into a single mobile-first system. With Vegangster, operators can launch quickly and scale with confidence.

Press contact
Romans Kozlovskis
Senior Content & PR Manager
Vegangster
[email protected]

The post Vegangster’s Scroll & Play Adds Queue to Streamline Game Discovery appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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